' Atlantic City Slot-A-Roo ' Version 1.00 ' by ' Brian Q Programming ' Go up to RUN and select START to play ' From the makers of Guess-A-Roo, Lottery-A-Roo, and Gauntlet-A-Roo REM creates title screen COLOR 1, 2 CLS LOCATE 10, 23 PRINT "Welcome to Atlantic City Slot-A-Roo!" LOCATE 11, 33 PRINT "Version 1.00" LOCATE 14, 25 OPEN "acwinner.dat" FOR INPUT AS #1 INPUT #1, name$, beef%, when$ PRINT name$; " had got"; beef%; "on "; when$ CLOSE #1 LOCATE 21, 25 PRINT "Press any key to continue..." 1 key$ = INKEY$: IF key$ = "" THEN GOTO 1 'waits for response PLAY "MFL23ABCDEDA" credits% = 50 when$ = DATE$ REM Iniates Name Screen CLS LOCATE 12, 20 INPUT "What's your name?"; name$ PLAY "MFL55ABDCA" REM creates numbers 8 winjack% = 0 LOCATE 3, 28: PRINT " " RANDOMIZE TIMER first% = INT(7 * RND + 1) IF first% = 1 THEN sym$ = "#" IF first% = 2 THEN sym$ = "%" IF first% = 3 THEN sym$ = "@" IF first% = 4 THEN sym$ = "*" IF first% = 5 THEN sym$ = "^" IF first% = 6 THEN sym$ = "&" IF first% = 7 THEN sym$ = "!" second% = INT(7 * RND + 1) IF second% = 1 THEN asym$ = "#" IF second% = 2 THEN asym$ = "%" IF second% = 3 THEN asym$ = "@" IF second% = 4 THEN asym$ = "*" IF second% = 5 THEN asym$ = "^" IF second% = 6 THEN asym$ = "&" IF second% = 7 THEN asym$ = "!" third% = INT(7 * RND + 1) IF third% = 1 THEN bsym$ = "#" IF third% = 2 THEN bsym$ = "%" IF third% = 3 THEN bsym$ = "@" IF third% = 4 THEN bsym$ = "*" IF third% = 5 THEN bsym$ = "^" IF third% = 6 THEN bsym$ = "&" IF third% = 7 THEN bsym$ = "!" fourth% = INT(7 * RND + 1) IF fourth% = 1 THEN csym$ = "#" IF fourth% = 2 THEN csym$ = "%" IF fourth% = 3 THEN csym$ = "@" IF fourth% = 4 THEN csym$ = "*" IF fourth% = 5 THEN csym$ = "^" IF fourth% = 6 THEN csym$ = "&" IF fourth% = 7 THEN csym$ = "!" REM Prints layout SCREEN 8 COLOR 15, 1 CLS LINE (0, 40)-(650, 40) LINE (0, 150)-(650, 150) LINE (162.5, 40)-(162.5, 150) LINE (325, 40)-(325, 150) LINE (490.5, 40)-(490.5, 150) LOCATE 2, 27 PRINT "ATLANTIC CITY SLOT MACHINE" LOCATE 23, 10 PRINT "5 credits to play-hit any key (q quits)" LOCATE 23, 57 PRINT "You have"; credits%; "credits " credits% = credits% - 5 LOCATE 23, 57 PRINT "You have"; credits%; "credits " REM Displays Symbols and credit info LOCATE 12, 10 PRINT sym$ PLAY "MFL15A+B" SLEEP 2 LOCATE 12, 32 PRINT asym$ PLAY "MFL15A+B" SLEEP 2 LOCATE 12, 52 PRINT bsym$ PLAY "MFL15A+B" SLEEP 2 LOCATE 12, 72 PRINT csym$ PLAY "MFL15A+B" LOCATE 23, 57 PRINT "You have"; credits%; "credits " REM reconizes win status IF sym$ = asym$ THEN IF bsym$ = csym$ THEN IF sym$ = csym$ THEN winjack% = 3 IF sym$ = asym$ THEN IF bsym$ = sym$ THEN winjack% = 2 IF asym$ = bsym$ THEN IF csym$ = asym$ THEN winjack% = 2 IF sym$ = bsym$ THEN IF csym$ = sym$ THEN winjack% = 2 IF sym$ = asym$ THEN IF csym$ = sym$ THEN winjack% = 2 REM establishes prize IF winjack% = 3 THEN credits% = credits% + 500: LOCATE 3, 28: PRINT "YOU JUST WON 500 CREDITS!": PLAY "MFL15T50ABA+ABGAL45AA" IF winjack% = 2 THEN credits% = credits% + 100: LOCATE 3, 28: PRINT "YOU JUST WON 100 CREDITS!": PLAY "MFL15T50ABA+ABGAL45AA" LOCATE 23, 57 PRINT "You have"; credits%; "credits " REM Uses Credits IF credits% <= 0 THEN LOCATE 24, 25: PRINT "You cannot play anymore becuase you have no more credits!": END LOCATE 23, 10 PRINT "5 credits to play-hit any key (q quits)" 20 key$ = INKEY$: IF key$ = "" THEN GOTO 20 IF LCASE$(key$) = "q" THEN GOTO 30 GOTO 8 REM Creates All-time winner 30 IF credits% >= beef% THEN GOTO 40 ELSE END 40 OPEN "acwinner.dat" FOR OUTPUT AS #1 WRITE #1, name$, credits%, when$ CLOSE #1 CLS LOCATE 12, 20 PRINT "You were the highest scorer EVER! Congrats to you!" LOCATE 15, 5 PRINT name$ LOCATE 16, 5 PRINT "Credits:"; credits% LOCATE 17, 5 PRINT DATE$ END